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LilOcean t1_iqssvl4 wrote

Personally I think there are several things that need huge improvements for it to become mainstream. First one being higher resolution displays, the trouble with this is rendering very high resolutions requires better GPUs, as a high resolution increases the cost of rendering. Also these GPUs need to become affordable enough for it to be in a mainstream product at a competitive price.

Secondly, I think a better field of view, this is similar to the last point, as it requires more screen to be rendered therefore increasing the cost to render it. We can overcome these challenges with eye tracking and foviated rendering hopefully.

Next I think we need good intuitive controllers, something comfortable with good haptics to allow more interactions, theres are some cool ideas out there, search up VR gloves for examples.

We also just generally need more developers to start making full games for VR, this is tricky as the market is small so they would not see much return on their hard work. But we need someone to get the ball rolling to attract more people to the market. Once people see the unique experiences to be had in VR, they will be more interested to join in.

Lastly I think we need to increase comfort by lowering the weight and size of the headsets, a lot of people I know who own headsets say this is a big reason they dont use VR as much as they would like to.

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Quealdlor t1_iquy2og wrote

We need GPUs measured in at least hundreds of teraflops (and teratextures, terapixels/s), much faster single-thread CPU performance, 210° field of view, 240 Hz, at least 8K per eye and full eye and face tracking. All of that helped by foveated rendering, upscaling and interpolation. By then, VR will be quite decent, not so bad. Perhaps it is going to happen in the 2030s.

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LilOcean t1_iqxivh8 wrote

this would be the dream, 210 degrees field of view in a small package will be a challenge though, I hope we dont have to wear a heavy pimax style headset to experience this haha.

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Quealdlor t1_ir1wpqw wrote

If VR is 100-110°, then I'm staying with PC monitors, just larger, with higher resolutions, better colors, better contrast and higher refresh rates.

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